Title: Darklaw
Filename: levels/doom2/d-f/darklaw.zip
Size: 140 KB
Date: 02/21/96
Author: Jonathan Wright (aka Nelno the Amoeba)
E-mail: nelno@interpath.com
Description: a meticulously designed level with challenging, monster engagement. Made for those of us who don't have anyone to deathmatch with and can't afford long-d calls to Dwango servers. This WAD brings some of the fun back to single-player WADs. A lot of time was spent making sure textures match up, and that rooms looked genuine. I think you'll agree that this is not your run-of-the-mill WAD, where somebody placed 250 monsters in a big square room. IMHO, this is a visual experience.
Credits: id Software
Base: New level from scratch
Build time:
Editor(s) used: DoomEd 4.2 - argh! The reason this level is not bigger than it is is because both DoomEd 4.2 and WindDeu32 v5.42 were incapable of adding more vertexes without introducing _serious_ flaws into the WAD, if not screwing it up totally. I'm not sure if I've just got too many vertices or it's just an unfortunate quirk with my WAD design.
Bugs: Three small ones, all of which I couldn't fix because DoomEd kept reproducing them no matter what I did and WinDeu trashes a few vertices every time I load the WAD. -Some rogue lines in one sector. Undetectable except in an editor. -An HOM on one doortrak of a secret door. There is apparently a double line here, but DoomEd kept making things worse when I fixed it. It's not too noticable, so I went with the lesser of two imperfections. -The eastern wall of the circular yellow key room will allow the player to pass through when it's supposed to be solid. Avoid it or hide there in deathmatch.
Rating: (4 votes)
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Reviews:
Anonymous
poor texture alignment too many archviles but the music is pretty goodx
Anonymous
heyheyheyheyhey smoke weed evry day x
Anonymous
I don't know what's the problem with the above commenters, but this map is awesome. Good architecture and lighting, fun to play. Great for a 1996 wad -- Eye.x

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